millorada una mica la classe Debug en quant a mostrar info

This commit is contained in:
2026-03-28 21:58:54 +01:00
parent a21f530dd4
commit 9282d661aa
6 changed files with 79 additions and 50 deletions

View File

@@ -84,21 +84,21 @@ void Player::move(float delta_time) {
}
syncSpriteAndCollider(); // Actualiza la posición del sprite y las colisiones
#ifdef _DEBUG
Debug::get()->add(std::string("X : " + std::to_string(static_cast<int>(x_))));
Debug::get()->add(std::string("Y : " + std::to_string(static_cast<int>(y_))));
Debug::get()->add(std::string("LGP: " + std::to_string(last_grounded_position_)));
Debug::get()->set("P.X", std::to_string(static_cast<int>(x_)));
Debug::get()->set("P.Y", std::to_string(static_cast<int>(y_)));
Debug::get()->set("P.LGP", std::to_string(last_grounded_position_));
switch (state_) {
case State::ON_GROUND:
Debug::get()->add(std::string("ON_GROUND"));
Debug::get()->set("P.STATE", "ON_GROUND");
break;
case State::ON_SLOPE:
Debug::get()->add(std::string("ON_SLOPE"));
Debug::get()->set("P.STATE", "ON_SLOPE");
break;
case State::JUMPING:
Debug::get()->add(std::string("JUMPING"));
Debug::get()->set("P.STATE", "JUMPING");
break;
case State::FALLING:
Debug::get()->add(std::string("FALLING"));
Debug::get()->set("P.STATE", "FALLING");
break;
}
#endif
@@ -235,6 +235,9 @@ void Player::moveOnGround(float delta_time) {
y_ = SLOPE_Y - HEIGHT;
transitionToState(State::ON_SLOPE);
}
#ifdef _DEBUG
Debug::get()->set("sl.detect_y", SLOPE_Y != Collision::NONE ? std::to_string(SLOPE_Y) : "-");
#endif
// Comprueba si está sobre una rampa
if (isOnSlope()) { transitionToState(State::ON_SLOPE); }
@@ -279,12 +282,21 @@ void Player::moveOnSlope(float delta_time) {
const int MAX_X = std::max(current_slope_->x1, current_slope_->x2);
const bool OUT_OF_BOUNDS = (X < MIN_X) || (X > MAX_X);
#ifdef _DEBUG
Debug::get()->set("sl.foot", std::to_string(X));
Debug::get()->set("sl.y_c", std::to_string(static_cast<int>(y_)));
Debug::get()->set("sl.oob", OUT_OF_BOUNDS ? "YES" : "ok");
#endif
if (OUT_OF_BOUNDS) {
// Determinar si estamos saliendo por arriba o por abajo de la rampa
const bool EXITING_DOWNWARD = (X > current_slope_->x2 && IS_LEFT_SLOPE) ||
(X < current_slope_->x1 && !IS_LEFT_SLOPE);
const bool EXITING_UPWARD = (X < current_slope_->x1 && IS_LEFT_SLOPE) ||
(X > current_slope_->x2 && !IS_LEFT_SLOPE);
#ifdef _DEBUG
Debug::get()->set("sl.oob", EXITING_DOWNWARD ? "DOWN" : "UP");
#endif
if (EXITING_DOWNWARD) {
// Salida por abajo: no hacer nada
@@ -576,18 +588,17 @@ void Player::updateCurrentSlope() {
}
}
// Debug output
/*
#ifdef _DEBUG
if (current_slope_ != nullptr) {
const char* TYPE = isLeftSlope() ? "Left \\" : "Right /";
std::cout << "[SLOPE] " << TYPE
<< " from (" << current_slope_->x1 << "," << current_slope_->y1 << ")"
<< " to (" << current_slope_->x2 << "," << current_slope_->y2 << ")\n";
Debug::get()->set("sl.type", isLeftSlope() ? "L\\" : "R/");
Debug::get()->set("sl.p1", std::to_string(current_slope_->x1) + "," + std::to_string(current_slope_->y1));
Debug::get()->set("sl.p2", std::to_string(current_slope_->x2) + "," + std::to_string(current_slope_->y2));
} else {
std::cout << "[SLOPE] nullptr\n";
Debug::get()->set("sl.type", "null");
Debug::get()->unset("sl.p1");
Debug::get()->unset("sl.p2");
}
*/
#endif
}
// Comprueba que el jugador no toque ningun tile de los que matan